How gamification can influence the webdesign and the customer to use the e-banking systems

dc.contributor.authorRodrigues, L.
dc.contributor.authorCosta, C.
dc.contributor.authorOliveira, A.
dc.contributor.editorCarlos J. Costa
dc.contributor.editorManuela Aparicio
dc.date.accessioned2022-07-15T15:07:24Z
dc.date.available2022-07-15T15:07:24Z
dc.date.issued2014
dc.date.updated2022-07-06T12:58:37Z
dc.description.abstractThe gamification is growing in e-business and the banks are looking for new ways to get more customers on their websites. Therefore, it is important to study what are the most appreciated features of the website that could influence the behaviour of the customer to use an electronic banking system with game features. The gamified e-banking suggests that rich elements/features associated with the games could influence other variables and therefore increasing the client loyalty, to spend more time and increasing the transactions on the website. The aim of this study is to look into the influence of gamification in the e-banking system. Based on the research of 180 publications and 210 variables that could influence the intention to use a certain technology this study develops a theoretical model representing the gamification influence on ease of use, information, web pages characteristics, web design and on the intention to use an e-banking with game features. The results from an online survey of 219 e-banking customers show that the gamification had a positive impact on all variables; special has a medium positive influence in web design and information and a large positive influence on customer intentions to use. Further analysis shows that the website ease of use plays has also a medium positive influence on the intention to use an e-banking gamified. Our findings also show that the clients give more importance to an attractive graphical and architecture website design, and less to web pages with so much information or having pleasure in using an e-banking system.eng
dc.description.versioninfo:eu-repo/semantics/acceptedVersion
dc.event.date2014
dc.event.locationLisboaeng
dc.event.typeConferênciapt
dc.identifier.citationRodrigues, L., Costa, C., & Oliveira, A. (2014).How gamification can influence the webdesign and the customer to use the e-banking systems. Em Carlos J. Costa, Manuela Aparicio (Eds.), ISDOC 2014: Proceedings of the International Conference on Information Systems and Design of Communication (pp.35-44). ACM.10.1145/2618168.2618174
dc.identifier.doi10.1145/2618168.2618174
dc.identifier.isbn978-1-4503-2713-8
dc.identifier.urihttp://hdl.handle.net/10071/25849
dc.language.isoeng
dc.pagination35-44
dc.peerreviewedyes
dc.publisherACM
dc.relationUID/MULTI/0446/2013
dc.relation.ispartofISDOC 2014: Proceedings of the International Conference on Information Systems and Design of Communication
dc.rightsopen access
dc.subjectE-bankingeng
dc.subjectGamificationeng
dc.subjectWeb designeng
dc.subjectGameseng
dc.subjectStructural equation modellingeng
dc.subjectLoyaltyeng
dc.subjectTAMeng
dc.subject.fosDomínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informaçãopor
dc.titleHow gamification can influence the webdesign and the customer to use the e-banking systemseng
dc.typeconferenceObject
dc.volume1
dspace.entity.typePublicationen
iscte.alternateIdentifiers.scopus2-s2.0-84903610290
iscte.alternateIdentifiers.wosWOS:000380993900006
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-16989

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